huggabugga

LD31

Totally In!

Hey Everyone!

I’m excited to say that we’ll be participating in the Jam this time around! Our team consists of one person for sound effects and tracks, and the other (me) for graphics and development. Because there’s two of us, we do the Jam, but we approach it like the compo: we make everything ourselves. We built something for the last jam but didn’t finish it in time to submit. It was a bummer, but it provides a warm fire under our butts to perform this time around. Goal number 1: get something submitted!

I’ll probably try to keep a log of our accomplishments and status along the way, and post it here or on Twitter. We’d love to see if anyone else is planning on making anything with HTML5 Canvas and regular javascript.

Goals

  1. get something polished submitted
  2. create desktop friendly HTML5 Canvas game
  3. create mobile friendly version (depends on the game, I think)

Tools

  • Sound = Fruity Loops Studio
  • Graphics = Photoshop, Illustrator
  • Code = Javascript, CSS, HTML
  • Extra = Coffee, Git, Sublime Text

Tags: canvas, html5, javascript

Comments

04. Dec 2014 · 20:47 UTC
I’ve recently grabbed javascript and I have a nice background in math and physics. We can talk tomorrow and if you guys are ok with it I’d love to join your group.

Pim Update 2

Let’s be frank: we’re not making the compo. But that’s okay (right?) We’ve got some kick ass characters that we love. We’re building everything from scratch (and I mean everything) and it’s an excruciatingly fun learning process. You think some lessons would apply from past HTML5 canvas experiments and prototypes. Well, you’d be right. Part of the fun of building everything yourself is delving into all the intricacies of logic, structure, and order. We’re having fun over here. Screenshot of ghosts is super fun [click for gif]!

Pimbo Luczynski Bencak

It feels weird to put an update so close to when so many other people are submitting their compo. We’ve been so awed and impressed with what people have been making. It’s just amazing. Keep up the good work, and keep the spirit alive!

Pim Completion

Hey guys! We finished and submitted on time! Woo! We’ve been so excited to participate this time around, and are blown away by the other entries. I’ve been meaning to write this post, but I was too busy playing other people’s games.

Pimbo Gameplay Bencak Luczynski

View and play our entry. We’ll be writing a post-mortem soon. Woo!

Pim Update 3 – After the Finish

Stuck in Pimbo

I was working up until the deadline for the jam on the game, and got some good testing in before I finalized everything. There were a couple things that slipped through the cracks because of time, and we plan on addressing them in the future. That said, we accomplished our goals this time around, and that’s something to be happy about.

  1. Successful submission: for our skill, tools, and time commitment, I’d say this game was as polished as it could be. It’s only 72 hours, after all. This is a lot better than last time, when we didn’t submit anything at all.
  2. Canvas Desktop game: check. This game works on a desktop in most major browsers so far, and it runs decently, too. Even after a couple rounds and a lot of characters being rendered to the screen, it keeps up.
  3. Mobile version: is the same as desktop. Size, controls, and display were all taken into account at the very beginning when laying everything out. This game has been tested on a couple android devices and an older Ipad. Some of the default android browsers get a tad laggy with the game, though. Chrome for android works really well. Playable on mobile is a check!

Last night after playing a lot of the games here, I started comparing the game to others. There are good and bad things about doing this (just like comparing yourself to others), but I think the main thing I’ll takeaway is that for next time, I’ll try using a library like Phaser, Melon, or Three.js. Seeing some html games that used libraries is like looking at game I might find in a store, for whatever console/device. I didn’t want to futz around with learning a whole new library for this competition, though. I enjoyed working through everything myself and practicing OOP techniques along the way. I enjoy working in the trenches like that. It just means that when I want a feature, I need to make it myself, instead of relying on it being built already. So until the next LD challenge, I’ll be investing time into a js library.

It’s great to read comments. People here seem to be very respectful and mindful, and that’s refreshing. Based on some feedback and our own concerns when we play, these are some things we want to address in the next version of Stuck in Pimbo:

  1. Asset Preloader: didn’t get to build one in, and that can cause issues for people with strained internet connections. I know I should practice what I teach, so this is priority number 1 for me.
  2. Revised Controls: or revised randomness of the movement of the Pims in all stages. People complain about not understanding the controls, so we’ll find something better. Possible additions to this is adding an initial ‘walkthrough’ state that prompts you to do stuff.
  3. Better Collision Detection: I played with a number of different ways of detecting collisions between elements, some working better than others. I think other libraries have this down pat, so I’ll study those and improve what I’ve built myself.
  4. Script Efficiency: I want to make this game smooth. Smooth transitions, smooth gameplay on older, slower devices, smooth.
  5. Refined UI: focusing on building the game mechanics, I left the ui pretty simple. I bet it looks like a turd to most. I like to just say it leaves you to appreciate the game graphics. :p

If you haven’t played yet, I highly recommend jumping in! The game works in your browser, and features some cute pixel ghosts.